Thursday, 24 May 2012

more comp shenanigans PT2

carrying on from my last blog heres the next installment starting with ...

necrons
reanimation protocols its a quite a complex rule so ill break it down

firstly reanimation protocal is done at the end of the phase on the roll of a 5 or 6 for each wound taken

this doesnot happen if any of these have a happend
the unit has fallen back
the unit has been destroyed

also if the unit is in CC the pile straight in

ever living is the same as reanimation protocals for independant characters

the most important rule entropic strike
models with wounds lose their armour save if they take awound from a model with this rule
vehicles for each hit roll a 4+ the vehicle then loses 1 point of armour from all facing THIS IS DONE BEFORE WORKING OUT what you need to pen or glance

example 40 hits hitting on a 4+ gives you 20 hits then 4+ for entropic strike means the armour is reduced by 10 if this reduces the armour to 0 it immediatly becomes wrecked

living metal
ignores crew shaken on a 2+
ignores crew stunned on a 4+

quantum sheilding adds 2 to the armour value of vehicles untill the first glance or pen result

scarabs have 3 wounds each so they can surive takig double wounds from the swarms special rule

imotek night fighting rule can be carried on each turn by rolling above the turn and it will also do damage 2 each un engage enemy unit on the roll of a d6 vehicles hit on side armour

spyders have the only pyschic defence in the army

orks
they have FC
mob rule units above 11 are fearless after this the LD is the number of orks in the unit untill they reach their base LD
waaaaaaaaaaaaaaagh!!!!!! called after turn 2 gives ork infantry units fleet for that turn
if thraka is in the army the waaagh move is allways 6 inch rather than rolling for it (a rol off a 1 means the unit takes a casualty)

kustom force shield is a 5+ cover save
flash gitz can pre measure before they fire
koptas can out flank